-const char* DEFAULT_FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- \n
- void main()\n
- {\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
- }\n
-);
-
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- precision mediump float;
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- \n
- void main()\n
- {\n
- vec2 st = vTexCoord.st;\n
- vec3 irgb = texture2D( sTexture, st ).rgb;\n
- vec3 negative = vec3( 1., 1., 1. ) - irgb;\n
- gl_FragColor = vec4( mix( irgb, negative, 1.0), 1. ) * uColor;\n
- }\n
-);
-